Whirligig Girl Posted June 8, 2014 Share Posted June 8, 2014 Okay, here's a list of my achievements thus far.Using 64:10 Kerbin, FAR, DR, Home-Grown Rocket Parts, RLA Stockalike, Kerbal Stock Parts eXpansion, Kerbal Isp Difficulty Scale (set at Vac1.125/atm0.85), and of course RealSolarSystem.Stayputnik using stockalike/accurate-ish R7 replica (Thank you HGR), launched from Roka Kosmodrome. No pFairings, I forgot them at first.Mercury-ish orbital manned launch using stock parts, launched from KSCMun Orbit Probe/Impromptu landing probe using pFairings, stock parts, RLAstockalike, and KSPX; launched from the small island between KSC continent and Kermansburg continent, name escapes me.LEO Rendezvous Apollo/Gemini style Mun landing mission. The docking ports were too weak for the transfer stage, so I had to stay at 1/3 thrust for 5 minutes. Bob and Jeb spent some quality time together but Bob ended up with Collins Duty. Launched from KSC, both rockets.Vostock replica using pFairings and HGR, and a few stock parts, launched from Roka.Attempted Soyuz (Soy-Juice) replica to orbit with HGR, but I couldn't get an accurate-ish launcher to orbit without using fuel from the Soy-Juice. Also launched from Roka Kosmodrome.Space Tourism currently WIP at the Orok Spaceport (hope I got the name right). So far I got a four-man pod and a mainsail pushing it with an inflatable heatsheild on the top and bottom. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 8, 2014 Share Posted June 8, 2014 Is there a less-mathy tutorial for getting into an equatorial orbit from non-equatorial launch sites? Link to comment Share on other sites More sharing options...
regex Posted June 9, 2014 Author Share Posted June 9, 2014 Your question was LITERALLY answered in the post directly above yours.I lol'd.Is there a less-mathy tutorial for getting into an equatorial orbit from non-equatorial launch sites?I have no idea, I've never done it. What I have done is match inclination with an asteroid during launch and that's all done during the gravity turn. With a non-equatorial launch to an equatorial orbit you can do a dogleg during the launch instead of adjusting inclination later, that's probably what I'd do. Link to comment Share on other sites More sharing options...
NathanKell Posted June 9, 2014 Share Posted June 9, 2014 GregroxMun: is this one the one that's too mathy?https://github.com/NathanKell/RealSolarSystem/wiki/Equatorial-Orbits-from-Non-Equatorial-Launch-Sitesregex: the water issue is that if you include one PQS in a node in RSS, you need to include the other. So you have Kerbin{} but not KerbinOcean{} under PQS. Add the latter back in (even if you don't change any PQSMods!), since otherwise it won't be scaled. (A CB's PQSs will be auto-scaled to match CB radius only if no PQS nodes exist; otherwise only explicitly-mentioned PQSs will be scaled.)Also a problem for Eve and Laythe. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 9, 2014 Share Posted June 9, 2014 GregroxMun: is this one the one that's too mathy?https://github.com/NathanKell/RealSolarSystem/wiki/Equatorial-Orbits-from-Non-Equatorial-Launch-SitesNo. THe only one I ever heard of was from the orbiter wiki. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 9, 2014 Share Posted June 9, 2014 Huh. Odd. I can't seem to get the HGR Stayputnik launcher to work as it did on my other computer, even with identical mods and higher Isp on the difficulty scaler. Maybe it's the ascent profile. What's the best ascent profile for 64:10 scale Kerbin? Link to comment Share on other sites More sharing options...
regex Posted June 9, 2014 Author Share Posted June 9, 2014 regex: the water issue is that if you include one PQS in a node in RSS, you need to include the other. So you have Kerbin{} but not KerbinOcean{} under PQS. Add the latter back in (even if you don't change any PQSMods!), since otherwise it won't be scaled. (A CB's PQSs will be auto-scaled to match CB radius only if no PQS nodes exist; otherwise only explicitly-mentioned PQSs will be scaled.)Nice, thanks! I'll rebuild it tonight.Huh. Odd. I can't seem to get the HGR Stayputnik launcher to work as it did on my other computer, even with identical mods and higher Isp on the difficulty scaler. Maybe it's the ascent profile. What's the best ascent profile for 64:10 scale Kerbin?If you're asking for MechJeb stuff I have no idea, I don't use it. Otherwise, I generally start my turn at around 1km and try to be at 55° or so once out of the lowest atmosphere bar, flattening out to about 15° by the time I'm out of the second. From there I see how the rocket flies. I use FAR. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 9, 2014 Share Posted June 9, 2014 I've just stopped using FAR, because constatnly flipping rockets is just not fun. It may be realistic, but I really hope the game never implements flipping like FAR does. Just a small distortion from prograde will flip out, and it will usually break apart. I wish there was a mod that make nosecones useful and makes Kerbin's atmosphere less soupy, but doesn't flip your rocket out. Link to comment Share on other sites More sharing options...
regex Posted June 9, 2014 Author Share Posted June 9, 2014 I've just stopped using FAR, because constatnly flipping rockets is just not fun. It may be realistic, but I really hope the game never implements flipping like FAR does. Just a small distortion from prograde will flip out, and it will usually break apart. I wish there was a mod that make nosecones useful and makes Kerbin's atmosphere less soupy, but doesn't flip your rocket out.I don't really flip rockets with FAR anymore, just takes practice, but anyway...For stock atmosphere watch the pressure gauge like normal and start your turn about the time you are hitting the second blue band (or maybe a kilometer below the second blue band) and try to be horizontal by the time you leave the second blue atmosphere band. Adjust as needed and as you gain experience doing it. The atmosphere on 6.4:1 Kerbin extends to 92km+, IIRC, so the first blue band ends around 12~13km. You could start turning at 10km (some people start their turn around 8km in stock) and probably do just fine. Just remember that under the stock atmosphere you lose way too much delta-V to drag if you try to build horizontal velocity early on so you absolutely need to make the climb straight up to thinner atmosphere. Link to comment Share on other sites More sharing options...
regex Posted June 11, 2014 Author Share Posted June 11, 2014 I updated the download for 6.4:1 Kerbin to v5. This fixes the issue with ocean rendering on Kerbin, Eve, and Laythe (thanks, NathanKell!). Link to comment Share on other sites More sharing options...
TeeGee Posted June 11, 2014 Share Posted June 11, 2014 For some reason the launch centers are loading UNDERNEATH the ground.... I can only see 1/2 of the VAB above ground and everything else is loaded underneath and surrounded by water. When I try to launch a rocket, the rocket hits the "ceiling" and explodes. Link to comment Share on other sites More sharing options...
regex Posted June 11, 2014 Author Share Posted June 11, 2014 Sounds like it's not installed properly. Delete your RSS directory, download the latest RSS and 6.4:1 Kerbin as well as ModuleManager >=2.1.5, install RSS, install ModuleManager, install 6.4:1 Kerbin. If all that fails, try installing on a completely stock KSP install and slowly add mods until it breaks. Link to comment Share on other sites More sharing options...
EatVacuum Posted June 11, 2014 Share Posted June 11, 2014 I've just stopped using FAR, because constatnly flipping rockets is just not fun. It may be realistic, but I really hope the game never implements flipping like FAR does. Just a small distortion from prograde will flip out, and it will usually break apart. I wish there was a mod that make nosecones useful and makes Kerbin's atmosphere less soupy, but doesn't flip your rocket out.FAR is not that hard... really. Make your rockets like real ones and make your turns gradually. Start turning when you have a few hundred meters altitude or 30-50 m/s of velocity. Keep your ship's level indicator (I.e. the way it's pointed) inside the prograde marker circle and you should be okay. The aerodynamic instability is less and less of a problem as the air gets thinner. By the time you're at 30km it's not really a problem at all. If you use mechjeb, try using the ascent planner just to get the ascent guidance circle but fly manually. with around a 30 curve or even lower, start turn at minimum altitude and fly as previously described. If you're not keen on trying to keyboard or joystick your way into orbit, use SmartASS - 90 pitch and roll from the launch pad, set pitch over in 5 degree increments at a time. If you wait until the direction indicator is centred or getting towards the left side of the prograde marker before executing the next 5 degrees of pitchover you should be good. By the time you're at 30km you can easily pitch over 10 degrees at a time.One more thing, limit your thrust - higher thrust means higher velocity while you are still in the thickest part of the atmosphere, and that will worsen the instability. Your delta vee to orbit is significantly lower under FAR because of the reduction in drag... at least for a decently designed rocket. So going up slower may increase delta vee lost to gravity but not by as much as FAR saves you fighting atmospheric drag. Link to comment Share on other sites More sharing options...
EatVacuum Posted June 11, 2014 Share Posted June 11, 2014 I've just stopped using FAR, because constatnly flipping rockets is just not fun. It may be realistic, but I really hope the game never implements flipping like FAR does. Just a small distortion from prograde will flip out, and it will usually break apart. I wish there was a mod that make nosecones useful and makes Kerbin's atmosphere less soupy, but doesn't flip your rocket out.FAR is not that hard... really. Make your rockets like real ones and make your turns gradually. Start turning when you have a few hundred meters altitude or 30-50 m/s of velocity. Keep your ship's level indicator (I.e. the way it's pointed) inside the prograde marker circle and you should be okay. The aerodynamic instability is less and less of a problem as the air gets thinner. By the time you're at 30km it's not really a problem at all. If you use mechjeb, try using the ascent planner just to get the ascent guidance circle but fly manually. with around a 30 curve or even lower, start turn at minimum altitude and fly as previously described. If you're not keen on trying to keyboard or joystick your way into orbit, use SmartASS - 90 pitch and roll from the launch pad, set pitch over in 5 degree increments at a time. If you wait until the direction indicator is centred or getting towards the left side of the prograde marker before executing the next 5 degrees of pitchover you should be good. By the time you're at 30km you can easily pitch over 10 degrees at a time. All of these altitudes are based on regular size Kerbin, you'll have to scale them up a bit (by 25% I think for 6.4:1 scale Kerbin and something like 50% for the 10:1 scale) to account for the higher atmospheres.One more thing, limit your thrust - higher thrust means higher velocity while you are still in the thickest part of the atmosphere, and that will worsen the instability. Your delta vee to orbit is significantly lower under FAR because of the reduction in drag... at least for a decently designed rocket. So going up slower may increase delta vee lost to gravity but not by as much as FAR saves you fighting atmospheric drag. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 11, 2014 Share Posted June 11, 2014 Well, I don't want to have to go to so much trouble to get my ships to orbit. Even just one wrong move, too hard a press of a button, and I flip out. It's just not fun, and I hope it's not what Stock aerodynamics are going to become. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 11, 2014 Share Posted June 11, 2014 One thing: With Stock aerodynamics, I recommend a KIDS value of 1.225vac/1.1atm. Link to comment Share on other sites More sharing options...
Raptor831 Posted June 15, 2014 Share Posted June 15, 2014 I seem to be having an issue with the 6.4 scaled Kerbin system. RSS works just fine with the default config, but when I have the 6.4 scale config loaded with the appropriate .obj files (from the download and re-generated) the sun goes right through Kerbin. Both visually and for solar panel tracking. It can be midnight at the launch site and I'm still in "Direct Sunlight" according to the panel. Did I install the config incorrectly, or could something else be off?Let me know if you need logs. Link to comment Share on other sites More sharing options...
regex Posted June 15, 2014 Author Share Posted June 15, 2014 The sun shining through the planets is an RSS thing too, I noticed it on Mercury. It's something that needs to be looked into, either by me or NathanKell. I think it has something to do with the stock rendering code, maybe a hard-coded radius. Link to comment Share on other sites More sharing options...
Raptor831 Posted June 15, 2014 Share Posted June 15, 2014 The sun shining through the planets is an RSS thing too, I noticed it on Mercury. It's something that needs to be looked into, either by me or NathanKell. I think it has something to do with the stock rendering code, maybe a hard-coded radius.Ok, sounds good. I can say that visually the sun only comes through after a certain height (I believe), though I didn't notice what height it was exactly. Practically, the panels drink juice no matter where they are.In any case, thanks for sharing the config! I don't really want to go full-on RSS/RO, but with RF and FAR stock Kerbin is almost too easy to reach orbit on. This fits the bill perfectly. Link to comment Share on other sites More sharing options...
regex Posted June 15, 2014 Author Share Posted June 15, 2014 In any case, thanks for sharing the config! I don't really want to go full-on RSS/RO, but with RF and FAR stock Kerbin is almost too easy to reach orbit on. This fits the bill perfectly.Thanks! I like it because it feels, to me at least, like what KSP actually should be. It's still obviously a game but it also has enough of a nod towards realism to make you appreciate just how hard it is to get places IRL. Link to comment Share on other sites More sharing options...
NathanKell Posted June 16, 2014 Share Posted June 16, 2014 On the train, I think I've realized what the issue is.Turn wrap off and see if the problem goes away. I forgot to rescale the collider. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 16, 2014 Share Posted June 16, 2014 How would I use KSCswitcher configs from 64:10 without resized planets? Link to comment Share on other sites More sharing options...
regex Posted June 16, 2014 Author Share Posted June 16, 2014 How would I use KSCswitcher configs from 64:10 without resized planets?You could just use the LaunchSites.cfg file from 6.4:1 and then reposition as necessary (you undoubtedly will have to, especially the height offsets since 6.4:1 is 1.5x "taller" from sea level). You can remove the RealSolarSystem.cfg file, I think, and all of the obj files from PluginData. You'd then have to do a few minor things to RealSolarSystemSettings.cfg to recorrect back to stock...I think I'll just need to roll a "blank" config for people. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 16, 2014 Share Posted June 16, 2014 YES PLEASE DO THIS! It feels so weird launching an HGR Soyjuice from KSC that I can't do it! Link to comment Share on other sites More sharing options...
NathanKell Posted June 17, 2014 Share Posted June 17, 2014 Here's a stripped one.https://www.dropbox.com/s/zte9pko0dkaodpv/RealSolarSystem_v6.2_stripped.zipNote that you'll want to replace LaunchSites with whatever set of sites you want. Link to comment Share on other sites More sharing options...
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